By the love of god add a fucking time lock to the objective for invasion

This. Paras need to have the same flying time to objective as airplanes.

No more mines please.

They are the most ungratifying way to die in this game. The only way I’d tolerate more mines is if they come with 100% FF, can trigger them yourself and there are no easy indicators for their presence to anyone.

Plus you get kicked from game as deserter for more than 5 FF mine kills.

Otherwise fuck that cancer.

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You really don’t have to though. If you walk into an area and get killed by a mine, you know the area is mined. Majority of the map will not be. Perhaps learn to take an alternate route if you think the one you are on has too many mines for you to deal with.

They don’t disappear when the soldier dies, no. HOWEVER, unlike grenades, the player setting mines has to go to that position to set more of them. So if you destroy the ones in the path you are trying to go, or set them off by stepping on them (more use for sending your bot squad first), then the path is clear.

It only stops people once per mine, then you no longer have to worry about that one. Considering that mines can’t be set too close together, or they will set each other off, there is only so much area that could be mined in the first place!

IF this were the case, the same needs to be done for grenades. It’s the exact same concept. After all, look at how many people carry 3 WP, 3 explosive packs, or 3 molotovs on all their soldiers. The grenade spam is far worse than mine usage. That likely won’t change either.

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Unpopular opinion: paras are the only legit complaint about defense not making it to the cap on time

Everything else is in category “if you are not interested in defending, try it and shut up”

This includes:
1.) Falling back immediately after your cap is lost to defend the next one
2.) Prioritizing building a spawn so that your team members get to the cap faster

When the defense gets rolled, it’s almost guaranteed that it’s because they in fact suck at defending as a team. I see it all the time.

I think it’s kinda nuts that we are talking about hindering attackers who do their job and keep the attack rolling, so that the defenders have more time to fuck around and not defend.

Aka every cappoint

Yes I exactly play this game to spend my time at edge of map to avoid mine spam

If there only was alternative cap points that defenders arent aware of.

Also, you guys act like there is absolutely no possible way to counter mines. I have improvised “minesweeper” troops that I use for custom games, and are actually VERY effective.

Perks:

    • Vitality or medkit health restore
  • Greater chance of getting knocked instead of killed
  • faster medkit usage speed
  • faster run speed

Equipment:
Large backpack with 4 medkits.

Tell your squad to wait, then run through the path that you intend to take, and that you think is mined. The mines will go off, sometimes they will knock you, but most often they will not. Even if they do knock you rather than kill you thanks to the perk, you can just get right back up and keep going.

As I said before, players have to go to the area to set more mines, so its not like there will we a wall of 100 mines and they somehow respawn. Simply clear the path you intend to take and move on.

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This right here.

Paras are only a symptom. Cause is no cap progression lock.

Also counter to paras is not planes or AA…

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It kind of should be.
Though if it continue this way, soon we will enter a new realm or realism with sliding and walljumping.

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I don’t think that’s a reasonable amount of effort to expect people to invest into just having troopers around as human minesweepers when you keep begging for more mines.

I told you my conditions:

1.) Full friendly fire
2.) No mine alerts to you / friendlies
3.) FF impacts you

What’s the problem? You said you had the counter already. Mine fields should be detectable by you accidentally blowing them up yourself.

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Its far quicker to just shoot them with your small arms in their chutes or grenade the crate as it lands.

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Or prevent the whole operation by air superiority.

Sad luftwafe 44 noises

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Imo is better slowly (but not too much) retreat the greyzone so attacker can still move forward and defender have a bit of time for build rallypoint, everyone happy

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Molotov or flamethrowers. When my entire para squad gets wiped this way…

It’s probably because I chose a bad landing zone.

Paras are fine. Making them take longer to spawn would negate their use.

All we need is to lock the next cap from being taken immediately, exactly like in confrontation mode.

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That would be fine too. I like how confrontation does it. Point is locked for a good munute. You can still land on it and clear it…you just have to hold it till cap unlocks

If there was 1 thing i would adjust, its maybe 10-20s longer on cap spawn time for the defender, before the spawning them in the far away points.

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If you werent on the other end of the day it might be me :stuck_out_tongue:

I love molotoving para crates. Soon as i hear a plane engine, im looking for my next bbq

Chuck another shrimp on the barbie

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It’s absolutely fine, and also saying that paras AREN’T op like ppl claim.

Caps just open up too fast to attackers…

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I disagree. I think its perfectly reasonable. Most squads have an extra rifleman in them, not even to mention the full rifleman squads. Most players use the riflemen as cannon fodder anyways, why not set them up for that use?

Considering that

  • artillery
  • tank shells
  • grenades
  • aircraft bombs

Don’t do friendly fire damage.

AND

Molotovs and flamethrowers do reduced friendly fire damage, but don’t penalize the player for doing so.

Mines shouldn’t be singled out and punished in the way that you are suggesting.

(Side note: You are aware that artillery fire can trip mines right?)

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The thing that I think a lot of people are overlooking about this suggestion is that in invasion mode, the capture progress of the objective is permanent. Whereas Confrontation or Assault its more of a tug-of-war.

This is a problem because it means that if the objective only was locked, but attackers had access to it, they would still be able to get a foothold right away, and continue to steamroll. Defenders would still have no chance to really push back.

As far as I can see, the ONLY good option is a creeping greyzone that allows defenders the opportunity to set up fortifications to actually defend against the incoming attack. Otherwise this game is no different from call of duty with players just running around freely with no defense, hazards, traps, or killzones anywhere, which is what SHOULD be giving them the “homefield advantage” as defense.

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I agree with that one this thing’s a piece of junk The animation takes too long to be usable and it’s just better off just being used as a rifle and never mind the allies with a Vickers machine gun and a supply crate they’re practically a walking arsenal well it’s lucky if the Germans make it but it’s not every time so you go without Well at the end of the day this game is about who can wipe out AI squads the fastest and since grenade launches have been nerfed I find bullets are more reliable than a grenade launcher